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Add monster_roy implementation.
This commit is contained in:
parent
4d338885ba
commit
48c2809856
@ -126,6 +126,7 @@ LOCAL_SRC_FILES := agrunt.cpp airtank.cpp \
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world.cpp \
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xen.cpp \
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zombie.cpp \
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redempt/roy.cpp \
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../pm_shared/pm_debug.c \
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../pm_shared/pm_math.c \
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../pm_shared/pm_shared.c
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@ -137,6 +137,7 @@ set (SVDLL_SOURCES
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world.cpp
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xen.cpp
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zombie.cpp
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redempt/roy.cpp
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../pm_shared/pm_debug.c
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../pm_shared/pm_math.c
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../pm_shared/pm_shared.c
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@ -27,66 +27,7 @@
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#include "scripted.h"
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#include "weapons.h"
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#include "soundent.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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// first flag is barney dying for scripted sequences?
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#define BARNEY_AE_DRAW ( 2 )
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#define BARNEY_AE_SHOOT ( 3 )
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#define BARNEY_AE_HOLSTER ( 4 )
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#define BARNEY_BODY_GUNHOLSTERED 0
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#define BARNEY_BODY_GUNDRAWN 1
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#define BARNEY_BODY_GUNGONE 2
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class CBarney : public CTalkMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int ISoundMask( void );
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void BarneyFirePistol( void );
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void AlertSound( void );
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int Classify( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void RunTask( Task_t *pTask );
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void StartTask( Task_t *pTask );
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virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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BOOL CheckRangeAttack1( float flDot, float flDist );
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void DeclineFollowing( void );
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// Override these to set behavior
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Schedule_t *GetScheduleOfType( int Type );
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Schedule_t *GetSchedule( void );
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MONSTERSTATE GetIdealState( void );
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void DeathSound( void );
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void PainSound( void );
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void TalkInit( void );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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void Killed( entvars_t *pevAttacker, int iGib );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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BOOL m_fGunDrawn;
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float m_painTime;
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float m_checkAttackTime;
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BOOL m_lastAttackCheck;
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// UNDONE: What is this for? It isn't used?
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float m_flPlayerDamage;// how much pain has the player inflicted on me?
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CUSTOM_SCHEDULES
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};
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#include "barney.h"
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LINK_ENTITY_TO_CLASS( monster_barney, CBarney )
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74
dlls/barney.h
Normal file
74
dlls/barney.h
Normal file
@ -0,0 +1,74 @@
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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// first flag is barney dying for scripted sequences?
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#define BARNEY_AE_DRAW ( 2 )
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#define BARNEY_AE_SHOOT ( 3 )
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#define BARNEY_AE_HOLSTER ( 4 )
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#define BARNEY_BODY_GUNHOLSTERED 0
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#define BARNEY_BODY_GUNDRAWN 1
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#define BARNEY_BODY_GUNGONE 2
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class CBarney : public CTalkMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int ISoundMask( void );
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virtual void BarneyFirePistol( void );
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void AlertSound( void );
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int Classify( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void RunTask( Task_t *pTask );
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void StartTask( Task_t *pTask );
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virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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BOOL CheckRangeAttack1( float flDot, float flDist );
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void DeclineFollowing( void );
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// Override these to set behavior
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Schedule_t *GetScheduleOfType( int Type );
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Schedule_t *GetSchedule( void );
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MONSTERSTATE GetIdealState( void );
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void DeathSound( void );
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void PainSound( void );
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void TalkInit( void );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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void Killed( entvars_t *pevAttacker, int iGib );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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BOOL m_fGunDrawn;
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float m_painTime;
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float m_checkAttackTime;
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BOOL m_lastAttackCheck;
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// UNDONE: What is this for? It isn't used?
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float m_flPlayerDamage;// how much pain has the player inflicted on me?
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CUSTOM_SCHEDULES
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};
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@ -230,6 +230,11 @@ cvar_t sk_nihilanth_zap1 = {"sk_nihilanth_zap1","0"};
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cvar_t sk_nihilanth_zap2 = {"sk_nihilanth_zap2","0"};
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cvar_t sk_nihilanth_zap3 = {"sk_nihilanth_zap3","0"};
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// Barney
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cvar_t sk_roy_health1 = {"sk_roy_health1","0"};
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cvar_t sk_roy_health2 = {"sk_roy_health2","0"};
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cvar_t sk_roy_health3 = {"sk_roy_health3","0"};
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// Scientist
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cvar_t sk_scientist_health1 = {"sk_scientist_health1","0"};
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cvar_t sk_scientist_health2 = {"sk_scientist_health2","0"};
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@ -654,6 +659,11 @@ void GameDLLInit( void )
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CVAR_REGISTER( &sk_nihilanth_zap2 );
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CVAR_REGISTER( &sk_nihilanth_zap3 );
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// Roy
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CVAR_REGISTER( &sk_roy_health1 );// {"sk_roy_health1","0"};
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CVAR_REGISTER( &sk_roy_health2 );// {"sk_roy_health2","0"};
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CVAR_REGISTER( &sk_roy_health3 );// {"sk_roy_health3","0"};
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// Scientist
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CVAR_REGISTER( &sk_scientist_health1 );// {"sk_scientist_health1","0"};
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CVAR_REGISTER( &sk_scientist_health2 );// {"sk_scientist_health2","0"};
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@ -200,6 +200,9 @@ void CGameRules::RefreshSkillData ( void )
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gSkillData.nihilanthHealth = GetSkillCvar( "sk_nihilanth_health" );
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gSkillData.nihilanthZap = GetSkillCvar( "sk_nihilanth_zap" );
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// Roy
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gSkillData.royHealth = GetSkillCvar( "sk_roy_health" );
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// Scientist
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gSkillData.scientistHealth = GetSkillCvar( "sk_scientist_health" );
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391
dlls/redempt/roy.cpp
Normal file
391
dlls/redempt/roy.cpp
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@ -0,0 +1,391 @@
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// monster template
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//=========================================================
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// UNDONE: Holster weapon?
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "talkmonster.h"
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#include "schedule.h"
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#include "defaultai.h"
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#include "scripted.h"
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#include "weapons.h"
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#include "soundent.h"
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#include "barney.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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// first flag is barney dying for scripted sequences?
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class CRoy : public CBarney
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{
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public:
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void Spawn( void );
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void Precache( void );
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void BarneyFirePistol( void );
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void AlertSound( void );
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CBaseEntity* CheckTraceHullAttack( float flDist, int iDamage, int iDmgType );
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
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void DeclineFollowing( void );
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// Override these to set behavior
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Schedule_t *GetSchedule( void );
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void DeathSound( void );
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void PainSound( void );
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void TalkInit( void );
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};
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LINK_ENTITY_TO_CLASS( monster_roy, CRoy )
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//=========================================================
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// ALertSound - barney says "Freeze!"
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//=========================================================
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void CRoy::AlertSound( void )
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{
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if( m_hEnemy != 0 )
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{
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if( FOkToSpeak() )
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{
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PlaySentence( "RO_ATTACK", RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE );
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}
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}
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}
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//=========================================================
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// BarneyFirePistol - shoots one round from the pistol at
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// the enemy barney is facing.
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//=========================================================
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void CRoy::BarneyFirePistol( void )
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{
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Vector vecShootOrigin;
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UTIL_MakeVectors( pev->angles );
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vecShootOrigin = pev->origin + Vector( 0, 0, 55 );
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Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
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Vector angDir = UTIL_VecToAngles( vecShootDir );
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SetBlending( 0, angDir.x );
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pev->effects = EF_MUZZLEFLASH;
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FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM );
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int pitchShift = RANDOM_LONG( 0, 20 );
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// Only shift about half the time
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if( pitchShift > 10 )
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pitchShift = 0;
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else
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pitchShift -= 5;
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "roy/ro_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift );
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
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// UNDONE: Reload?
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m_cAmmoLoaded--;// take away a bullet!
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CRoy::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/roy.mdl" );
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_RED;
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pev->health = gSkillData.royHealth;
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pev->view_ofs = Vector( 0, 0, 50 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE;
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pev->body = 0; // gun in holster
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m_fGunDrawn = FALSE;
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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m_cAmmoLoaded = GLOCK_MAX_CLIP;
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MonsterInit();
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SetUse( &CTalkMonster::FollowerUse );
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CRoy::Precache()
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{
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PRECACHE_MODEL( "models/roy.mdl" );
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PRECACHE_SOUND( "roy/ro_attack1.wav" );
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PRECACHE_SOUND( "roy/ro_attack2.wav" );
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PRECACHE_SOUND( "roy/ro_pain1.wav" );
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PRECACHE_SOUND( "roy/ro_pain2.wav" );
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PRECACHE_SOUND( "roy/ro_pain3.wav" );
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PRECACHE_SOUND( "roy/ro_die1.wav" );
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PRECACHE_SOUND( "roy/ro_die2.wav" );
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PRECACHE_SOUND( "roy/ro_die3.wav" );
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// every new barney must call this, otherwise
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// when a level is loaded, nobody will talk (time is reset to 0)
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TalkInit();
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CTalkMonster::Precache();
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}
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// Init talk data
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void CRoy::TalkInit()
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{
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CTalkMonster::TalkInit();
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// scientists speach group names (group names are in sentences.txt)
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m_szGrp[TLK_ANSWER] = "RO_ANSWER";
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m_szGrp[TLK_QUESTION] = "RO_QUESTION";
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m_szGrp[TLK_IDLE] = "RO_IDLE";
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m_szGrp[TLK_STARE] = "RO_STARE";
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m_szGrp[TLK_USE] = "RO_OK";
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m_szGrp[TLK_UNUSE] = "RO_WAIT";
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m_szGrp[TLK_STOP] = "RO_STOP";
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m_szGrp[TLK_NOSHOOT] = "RO_SCARED";
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m_szGrp[TLK_HELLO] = "RO_HELLO";
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m_szGrp[TLK_PLHURT1] = "!RO_CUREA";
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m_szGrp[TLK_PLHURT2] = "!RO_CUREB";
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m_szGrp[TLK_PLHURT3] = "!RO_CUREC";
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m_szGrp[TLK_PHELLO] = 0; // UNDONE
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m_szGrp[TLK_PIDLE] = 0; // UNDONE
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m_szGrp[TLK_PQUESTION] = "RO_PQUEST"; // UNDONE
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m_szGrp[TLK_SMELL] = "RO_SMELL";
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m_szGrp[TLK_WOUND] = "RO_WOUND";
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m_szGrp[TLK_MORTAL] = "RO_MORTAL";
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// get voice for head - just one barney voice for now
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m_voicePitch = 100;
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}
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static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
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{
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Vector vecDir = reference - pevTest->origin;
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vecDir.z = 0;
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vecDir = vecDir.Normalize();
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Vector forward, angle;
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angle = pevTest->v_angle;
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angle.x = 0;
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UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
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// He's facing me, he meant it
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if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
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{
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return TRUE;
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}
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return FALSE;
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}
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int CRoy::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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// make sure friends talk about it if player hurts talkmonsters...
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int ret = CTalkMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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if( !IsAlive() || pev->deadflag == DEAD_DYING )
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return ret;
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if( m_MonsterState != MONSTERSTATE_PRONE && ( pevAttacker->flags & FL_CLIENT ) )
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{
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m_flPlayerDamage += flDamage;
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// This is a heurstic to determine if the player intended to harm me
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// If I have an enemy, we can't establish intent (may just be crossfire)
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if( m_hEnemy == 0 )
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{
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// If the player was facing directly at me, or I'm already suspicious, get mad
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if( ( m_afMemory & bits_MEMORY_SUSPICIOUS ) || IsFacing( pevAttacker, pev->origin ) )
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{
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// Alright, now I'm pissed!
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PlaySentence( "RO_MAD", 4, VOL_NORM, ATTN_NORM );
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Remember( bits_MEMORY_PROVOKED );
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StopFollowing( TRUE );
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}
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else
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{
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// Hey, be careful with that
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PlaySentence( "RO_SHOT", 4, VOL_NORM, ATTN_NORM );
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Remember( bits_MEMORY_SUSPICIOUS );
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}
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}
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else if( !( m_hEnemy->IsPlayer() ) && pev->deadflag == DEAD_NO )
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{
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PlaySentence( "RO_SHOT", 4, VOL_NORM, ATTN_NORM );
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}
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}
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return ret;
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CRoy::PainSound( void )
|
||||
{
|
||||
const char *pszSound;
|
||||
|
||||
if( gpGlobals->time < m_painTime )
|
||||
return;
|
||||
|
||||
m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 );
|
||||
|
||||
switch( RANDOM_LONG( 0, 2 ) )
|
||||
{
|
||||
case 0:
|
||||
pszSound = "roy/ro_pain1.wav";
|
||||
break;
|
||||
case 1:
|
||||
pszSound = "roy/ro_pain2.wav";
|
||||
break;
|
||||
case 2:
|
||||
pszSound = "roy/ro_pain3.wav";
|
||||
break;
|
||||
}
|
||||
|
||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1, ATTN_NORM, 0, GetVoicePitch() );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// DeathSound
|
||||
//=========================================================
|
||||
void CRoy::DeathSound( void )
|
||||
{
|
||||
const char *pszSound;
|
||||
|
||||
switch( RANDOM_LONG( 0, 2 ) )
|
||||
{
|
||||
case 0:
|
||||
pszSound = "roy/ro_die1.wav";
|
||||
break;
|
||||
case 1:
|
||||
pszSound = "roy/ro_die2.wav";
|
||||
break;
|
||||
case 2:
|
||||
pszSound = "roy/ro_die3.wav";
|
||||
break;
|
||||
}
|
||||
|
||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1, ATTN_NORM, 0, GetVoicePitch() );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// GetSchedule - Decides which type of schedule best suits
|
||||
// the monster's current state and conditions. Then calls
|
||||
// monster's member function to get a pointer to a schedule
|
||||
// of the proper type.
|
||||
//=========================================================
|
||||
Schedule_t *CRoy::GetSchedule( void )
|
||||
{
|
||||
if( HasConditions( bits_COND_HEAR_SOUND ) )
|
||||
{
|
||||
CSound *pSound;
|
||||
pSound = PBestSound();
|
||||
|
||||
ASSERT( pSound != NULL );
|
||||
if( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
|
||||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
||||
}
|
||||
if( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() )
|
||||
{
|
||||
PlaySentence( "RO_KILL", 4, VOL_NORM, ATTN_NORM );
|
||||
}
|
||||
|
||||
switch( m_MonsterState )
|
||||
{
|
||||
case MONSTERSTATE_COMBAT:
|
||||
{
|
||||
// dead enemy
|
||||
if( HasConditions( bits_COND_ENEMY_DEAD ) )
|
||||
{
|
||||
// call base class, all code to handle dead enemies is centralized there.
|
||||
return CBaseMonster::GetSchedule();
|
||||
}
|
||||
|
||||
// always act surprized with a new enemy
|
||||
if( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE ) )
|
||||
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
||||
|
||||
// wait for one schedule to draw gun
|
||||
if( !m_fGunDrawn )
|
||||
return GetScheduleOfType( SCHED_ARM_WEAPON );
|
||||
|
||||
if( HasConditions( bits_COND_HEAVY_DAMAGE ) )
|
||||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||||
}
|
||||
break;
|
||||
case MONSTERSTATE_ALERT:
|
||||
case MONSTERSTATE_IDLE:
|
||||
if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
|
||||
{
|
||||
// flinch if hurt
|
||||
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
||||
}
|
||||
|
||||
if( m_hEnemy == 0 && IsFollowing() )
|
||||
{
|
||||
if( !m_hTargetEnt->IsAlive() )
|
||||
{
|
||||
// UNDONE: Comment about the recently dead player here?
|
||||
StopFollowing( FALSE );
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
if( HasConditions( bits_COND_CLIENT_PUSH ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
|
||||
}
|
||||
return GetScheduleOfType( SCHED_TARGET_FACE );
|
||||
}
|
||||
}
|
||||
|
||||
if( HasConditions( bits_COND_CLIENT_PUSH ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_MOVE_AWAY );
|
||||
}
|
||||
|
||||
// try to say something about smells
|
||||
TrySmellTalk();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return CTalkMonster::GetSchedule();
|
||||
}
|
||||
|
||||
void CRoy::DeclineFollowing( void )
|
||||
{
|
||||
PlaySentence( "RO_POK", 2, VOL_NORM, ATTN_NORM );
|
||||
}
|
@ -78,6 +78,8 @@ struct skilldata_t
|
||||
float nihilanthHealth;
|
||||
float nihilanthZap;
|
||||
|
||||
float royHealth;
|
||||
|
||||
float scientistHealth;
|
||||
|
||||
float snarkHealth;
|
||||
|
Loading…
Reference in New Issue
Block a user